afro1967 Posted December 27, 2013 Share Posted December 27, 2013 Hi Everyone What i'm looking for is a way to make some mod items snow covered.Will I have to add snow covered .tex images scripted in ? Link to comment https://forums.kleientertainment.com/forums/topic/30594-snow-covered/ Share on other sites More sharing options...
afro1967 Posted December 29, 2013 Author Share Posted December 29, 2013 thanks Link to comment https://forums.kleientertainment.com/forums/topic/30594-snow-covered/#findComment-395302 Share on other sites More sharing options...
TheDanaAddams Posted December 31, 2013 Share Posted December 31, 2013 I would suggest looking at some of the things that already get covered with snow, like trees. It likely requires a separate build that changes when a certain set of conditions are met. Just my guess, but you probably need to do something along the lines of"if snowy then set build to snowybuild.zip else set build to regularbuild.zip"(Not proper code, there, of course, but it's how I'd start figuring that out.) Link to comment https://forums.kleientertainment.com/forums/topic/30594-snow-covered/#findComment-396488 Share on other sites More sharing options...
afro1967 Posted January 1, 2014 Author Share Posted January 1, 2014 Thank you .I looked first at trees and saw no snow covered tex in there.But the pond uses an alterrnate tex for ice.This is why I posted this. Link to comment https://forums.kleientertainment.com/forums/topic/30594-snow-covered/#findComment-396735 Share on other sites More sharing options...
Malacath Posted January 1, 2014 Share Posted January 1, 2014 (edited) When things get covered in snow they actually swap symbols, similiar to the player who has a symbol (invisible image by default) attached to the animations which gets swapped on equipping a weapon. All things that get covered in snow have a symbol called "snow" which gets swapped accordingly. Additionally they have an animation state called "snow" which is hidden/showed as needed. See "standardcomponents.lua", lines 288-298function MakeSnowCovered(inst) if not GetSeasonManager() then return end inst.AnimState:OverrideSymbol("snow", "snow", "snow") inst:AddTag("SnowCovered") if GetSeasonManager().ground_snow_level < SNOW_THRESH then inst.AnimState:Hide("snow") else inst.AnimState:Show("snow") endendI have no clue though how to create the swappable symbols or create an animation state that I can hide/show.. So not that big of a help.. Edited January 1, 2014 by Malacath Link to comment https://forums.kleientertainment.com/forums/topic/30594-snow-covered/#findComment-396819 Share on other sites More sharing options...
afro1967 Posted January 2, 2014 Author Share Posted January 2, 2014 This is interesting, have wanted to add snow for some time now.Thanks for looking into this Malacath. Link to comment https://forums.kleientertainment.com/forums/topic/30594-snow-covered/#findComment-397068 Share on other sites More sharing options...
TheDanaAddams Posted January 2, 2014 Share Posted January 2, 2014 Symbols can be set up through Spriter... but I've no idea how to set up those symbols with multiple different textures based on certain conditions.I think this is something that will have to be explained by Cheerio. Though I do think that the way I assumed it worked could be implemented as a work-around - you can use the GetSeasonManager to check for whether it should be snowy or not, and swap the build if it is, and swap back when it isn't.Can't see any reason why that wouldn't work! ^^ Link to comment https://forums.kleientertainment.com/forums/topic/30594-snow-covered/#findComment-397081 Share on other sites More sharing options...
afro1967 Posted January 2, 2014 Author Share Posted January 2, 2014 (edited) Symbols can be set up through Spriter... but I've no idea how to set up those symbols with multiple different textures based on certain conditions.I think this is something that will have to be explained by Cheerio. Though I do think that the way I assumed it worked could be implemented as a work-around - you can use the GetSeasonManager to check for whether it should be snowy or not, and swap the build if it is, and swap back when it isn't.Can't see any reason why that wouldn't work! ^^Thats what I was thinking ,like the pond.lua.This will require some of my crapy art skill. Edited January 2, 2014 by afro1967 Link to comment https://forums.kleientertainment.com/forums/topic/30594-snow-covered/#findComment-397111 Share on other sites More sharing options...
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